Wartales

Wartales

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Fatigue from simply moving around is a super annoying mechanic
Because of the Fatigue system draining from simple movement you cannot freely explore this game. There is a constant cost to go anywhere. The requirement to feed and pay your crew greatly detracts from any benefits given from exploration as every step you take costs you. It would be better if fatigue and paying your troops resulted from battles only so they get tired from fighting and demand payment for their services, essentially exempting movement (and thus exploration) from the cost. Simple change to greatly improve this games quality of life!
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Showing 1-15 of 28 comments
Hammer Bear Sep 11, 2022 @ 4:19pm 
i dunno. only battle fatigue means
no battle = no food needed
which is really wired. dont you think?
'i am not gonna fight. only exploration. so no dinner for months'

i mean... i know some people have problem with all food and wage things
but i think as a mercenary management game,
it is necessary to have some kind of upkeep for every move
BedlamBetty Sep 11, 2022 @ 4:23pm 
Been there, done that, didn't work so well for the player going through the various game loops involved in the management aspect.
The game is much better now that infinite fatigue doesn't exist.
herr_dechse Sep 11, 2022 @ 6:24pm 
In Gods name no, keep it as it is.
Gregorovitch Sep 12, 2022 @ 3:57am 
Originally posted by ❗️❗️ Annex ❗️❗:
Simple change to greatly improve this games quality of life!

I think you are confusing quality of life with quality of game play. Every merc needs to eat and sleep and every merc gets tired after yomping for miles across country. This is absolutely realistic.

But the main game play point is ensure that if you are too greedy or too reckless you will soon enough pay the ultimate penalty and meet you doom. The game world is dangerous by design with many pitfalls for the unwary. If your group are starving and on their knees then they are at risk of perishing to an farmer with an old pitchfork and a couple of goats. This is as it should be.

Venturing forth into the back of beyond is, and should be, a highly dangerous enterprise not to be taken lightly. It should, and does, require planning, preparation and nerve. That's what the game is all about.
Capnbludd Sep 12, 2022 @ 11:02am 
No OP, that makes no sense at all.
Last edited by Capnbludd; Sep 12, 2022 @ 11:02am
warrgood Sep 12, 2022 @ 5:12pm 
Gregorovitch has it.

And realism-wise, i can tell you that after a 15 mile road march with rifle, helmet and 50 pound rucksack, I was just as tired and hungry as I would have been after half a day of combat!
And the Army paid me that day- the same I was paid for a day behind a CQ desk, the same I was paid to replace the left windshield of a Blackhawk...
Macklroy Sep 12, 2022 @ 5:31pm 
To the OP. You can play the game on "easy sim" under the options settings and the wages and consumption of your troop are drastically reduced. But these elements are required for a game like this. You need to balance the exploration and combat with the limitations of troop management. It is a core element to the game's mechanics.
What you are suggesting is a change to a core element to the game that really makes no sense.
Originally posted by ❗️❗️ Annex ❗️❗:
Because of the Fatigue system draining from simple movement you cannot freely explore this game. There is a constant cost to go anywhere. The requirement to feed and pay your crew greatly detracts from any benefits given from exploration as every step you take costs you. It would be better if fatigue and paying your troops resulted from battles only so they get tired from fighting and demand payment for their services, essentially exempting movement (and thus exploration) from the cost. Simple change to greatly improve this games quality of life!
i found this to a bit at the start while i was learning the game but once you open a 2nd area to start trading and with bit of grinding things like food and money are no longer an issue, also if i know i need to go to a different region i tend to stock up on some trade goods so i have plenty of money to buy food or pay my men, or maybe i will do a few quests trade some trade goods and rinse and repeat between regions. I find this is handy if i am struggling to cook the food they sell there like apple pancakes and i want to stock pile a few or if i don't want to just mindlessly grind out trade caravan simulator style lol (but those are both a good way to buy anything you want) another tip is have a good thief saves you loads of money at the start of the game (get the bar of soap).
Last edited by Jack's selective insomnia; Sep 12, 2022 @ 6:31pm
Dreamy Autist Sep 12, 2022 @ 6:34pm 
My only critique is - there is no button in camp to quickly rest without manually selecting and combining food to eat (I know about Shift+MB) and tiresome clicking to check every shop for food and discounts
Managing food may be intimidating at start when you don't know how to manage it, but without that system game would be too easy
Originally posted by Dreamy Autist:
My only critique is - there is no button in camp to quickly rest without manually selecting and combining food to eat (I know about Shift+MB) and tiresome clicking to check every shop for food and discounts
Managing food may be intimidating at start when you don't know how to manage it, but without that system game would be too easy
Trading does make it too easy i wish they nerfed trading and upped quest rewards the money i get for doing quests is a joke Trading is how you make bank(discounts are a joke to me now) as for manually selecting the food it is because of the uses some foods have: letting me avoid bad or annoying interactions, or prepare for a fight or activity i have planned. if it auto selected food you might not have the bonuses or options you need when you need them like when you plan to do lots of fighting or walking or if you feel sick and need an apple or don't feel like fighting some animals so you leave some food to distract them if i have no meat i doubt the wolves will stop chasing me if i leave them some apples cos i auto ate all my meat or something (then there is the flavor triats like vegetarian or carnivorous if it auto selected all you meat or veg 1st it could lead to some unhappy campers)
Last edited by Jack's selective insomnia; Sep 12, 2022 @ 6:45pm
Dreamy Autist Sep 12, 2022 @ 10:49pm 
Originally posted by Keyser Soze:
Originally posted by Dreamy Autist:
My only critique is - there is no button in camp to quickly rest without manually selecting and combining food to eat (I know about Shift+MB) and tiresome clicking to check every shop for food and discounts
Managing food may be intimidating at start when you don't know how to manage it, but without that system game would be too easy
Trading does make it too easy i wish they nerfed trading and upped quest rewards the money i get for doing quests is a joke Trading is how you make bank(discounts are a joke to me now) as for manually selecting the food it is because of the uses some foods have: letting me avoid bad or annoying interactions, or prepare for a fight or activity i have planned. if it auto selected food you might not have the bonuses or options you need when you need them like when you plan to do lots of fighting or walking or if you feel sick and need an apple or don't feel like fighting some animals so you leave some food to distract them if i have no meat i doubt the wolves will stop chasing me if i leave them some apples cos i auto ate all my meat or something (then there is the flavor triats like vegetarian or carnivorous if it auto selected all you meat or veg 1st it could lead to some unhappy campers)
You say like I propose to remove the ability to manually select food instead QoL.
All I say - player shouldn't be forced to micromanage when he not interested. Instead micromanagment should be rewarded - like you said: Player who manages food will be more prepared, he would have apple when he needs it, or meat for quest\retreat. But if a player doesn't care he should just click button and do it automatically. I don't care what party will eat when I rest while looking for flowers and not preparing for a hard battle. Convenience in expense of efficiency. Just small things to reduce tediousness - add signs to trader model if he has discount items (so you don't check every shop manually - not like something changes), add button to autofill food on rest, checkbox to automatically fill a drying rack with carcasses. It will not affect gameplay, it will just reduce pointless clicking.
Jǫrmungandr Sep 13, 2022 @ 2:51am 
Strongly disagree with original post. The devs have found a really good balance with fatigue and travel, and this is exactly how it's supposed to be, and works hand-in-hand with having to stop and rest every night and do "camp-stuff".. It's part of the challenge, it's also realistic and true to life. I strongly hope the devs will keep things as they are in this regard.

I get the sense that you don't like it simply because it's too challenging for you to keep up with demands, am I right ? You have to think a little and plan ahead, and if you fail to do that you may have to pay the price. You don't like that ? A game should be challenging, otherwise what is the point ?? Also, if you remove the smaller details, such as this, then you end up with an overly simplified game that is too straightforward. Run from A to B to C like a brainles zombie and do battle, battle, battle with no variation or substance to the gameplay.

Again, I hope the devs keep it as it is. The fatigue, travel, hunger/food and wage mechanics in the game all work excellent !

----

I see some also suggest that there should be a "quick rest" option, sparing you the work of distributing the food to your mercs... So you want the game to take care of everything for you, again removing the smaller details and your engagement/immersion into the game ?? Sort of lazy, so you don't have to actually manage your troops ? Neh, keep it as is.
Last edited by Jǫrmungandr; Sep 13, 2022 @ 2:56am
Dreamy Autist Sep 13, 2022 @ 3:54pm 
[quote=krikkert;4650551739540647787
I see some also suggest that there should be a "quick rest" option, sparing you the work of distributing the food to your mercs... So you want the game to take care of everything for you, again removing the smaller details and your engagement/immersion into the game ?? Sort of lazy, so you don't have to actually manage your troops ? Neh, keep it as is. [/quote]
What lazy about it? It was fun first 50 camps, but after 200+ repeats its kinda tedious. And not like it adds anything at this point - you will have so much money and options to gain food it will become a chore, nothing more. More over - there like 2 lieutenants and captain, it's pretty unrealistic that they can't even decide what to eat at dinner
Jǫrmungandr Sep 14, 2022 @ 4:29am 
Originally posted by Dreamy Autist:
[quote=krikkert;4650551739540647787
I see some also suggest that there should be a "quick rest" option, sparing you the work of distributing the food to your mercs... So you want the game to take care of everything for you, again removing the smaller details and your engagement/immersion into the game ?? Sort of lazy, so you don't have to actually manage your troops ? Neh, keep it as is.
What lazy about it? It was fun first 50 camps, but after 200+ repeats its kinda tedious. And not like it adds anything at this point - you will have so much money and options to gain food it will become a chore, nothing more. More over - there like 2 lieutenants and captain, it's pretty unrealistic that they can't even decide what to eat at dinner [/quote]

They *are* deciding what to have for dinner - through *you*. They are your characters, and your choices represent their choices. One and the same. You mention realism. Realism in the game is good and very desirable, but this is not an area that needs improving in that regard. There are a few other aspects of the game that could be improved upon when it comes to realism.
Anyway, we see things a little differently, and that's okay. Opinions. We all have them.
Dreamy Autist Sep 14, 2022 @ 4:45am 
Point about realism is sarcasm. Gameplay>realism. They act according to my choices, but it doesn't mean they should act as mindless pawns. Moreover, there systems like relations, random stats\trait that supposed to show that we are not in full control, and they "real" persons
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Date Posted: Sep 11, 2022 @ 4:10pm
Posts: 28